/Engine/Plugins/Experimental/GameplayBehaviors/Source/GameplayBehaviorsModule/Public/GameplayBehavior.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, BlueprintType) class UGameplayBehavior : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface)
union UGameplay...
@15216
FGameplayTag
ActionTag
Tag identifying behavior this class represents
uint32:  1
bFinishedCharacter
uint32:  1
bFinishedGeneric
uint32:  1
bFinishedPawn
uint32:  1
bTransientIsActive
uint32:  1
bTransientIsEnding
uint32:  1
bTransientIsTriggering
uint32:  1
bTriggerCharacter
uint32:  1
bTriggerGeneric
uint32:  1
bTriggerPawn
EGameplayBehavi...
InstantiationPolicy
FOnGameplayBeha...
OnBehaviorFinished
Note that it's not going to be called if the behavior finishes as part of Trigger call
TArray<TObject...
RelevantActors
It's up to the behavior implementation to decide how to use these actors.
TObjectPtr<AAc...
TransientAvatar
Used mostly as world context forIGameplayTaskOwnerInterfacefunction.
uint32
TransientProps
TObjectPtr<AAc...
TransientSmartObjectOwner
SmartObject Actor Owner, can be null